That was a lot of fun. I made an order here and there but, halfway through I discovered a fun trick with the item holding physics to break out of the shop and try to explore the mall as much as I could before being teleported back lol.
Overall, I really loved the presentation, attention to detail (especially with the settings!), the vibe and the drink making process. My only comment would be streamlining the drink making process a tiny bit as, while the physics are wonky and fun, it can also disrupt someones concentration for some really involved orders (part of what made me say "screw it" and try to break stuff to escape the shop). There's definitely a balance to strike with it and I feel this was an awesome attempt regardless.
Crisptos
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This was great! I had fun building up momentum and got decently far. I like the presentation and premise of the game. The looks and all the different colors from the potions and pick ups were neat as well.
Minor things that I think it would benefit from:
- Some type of way to influence or command where your army goes so you can set up strategic positions
- Scarce amount of towers or buildings to prop up for defense
Awesome job! :)
That was really cool! Took me 160 seconds to serve 5 clients. My favorite was the love potion customer.
I tried to play the tutorial and it took me a little bit to get the workflow but, once i disabled it I got the feel for it. The graphics for the potion shop, ingredients and cauldron looked cool (especially the bubbling animation).
You did an awesome job! Really enjoyed it.
Good start for your first game jam! I feel that there were some things that could be ironed out for future ones.
- The title screen scaling was too zoomed in
- The platforming and enemies felt broken, enemies kind of glitched through me (one slime wanted to be a hat halfway through lol)
- The music was catchy but, cut out for me as I was playing
Keep up the good work and I hope you guys keep doing more jams.
The atmosphere, music and visuals are amazing! It gave off "vintage weather channel" feels and the contrast with that and the vehicle section was done really well. Also, "the wind is listening" goes incredibly hard. Definitely adding that on Soundcloud!
I think the map exploration section would benefit from more terrain to navigate around. Maybe major roads that speed up travel time, dirt roads that are slightly slower, and then off-roading that's incredibly slow but possibly rewarding.
I definitely see a game like this having a lot of potential if it was given full development time.
Amazing job to all of you!!
Hey Anonymyst, thanks for checking out my submission!
I definitely agree and it's something I overlooked because I underestimated the scope of what I was trying to create. Sound effects and music go a long way in making something feel polished and in retrospect there were moments where I sunk a lot of time into other details where as that could've been used for it. Lessons for future jams.
I appreciate the feedback! Thanks for playing :D
Hey pocdev! Thanks for checking it out. I'm glad you liked the graphics style of the game :D
As for the play style of this certain genre, they're meant to be immersive role-playing games with strategy/simulator elements. Besides Sword of the Samurai that was mentioned earlier below, a title I'd definitely recommend is Warsim The Realm of Aslona if you're interested in checking out the genre some more. That game in particular was where I took inspiration for the exploration system.
Hey, I enjoyed this one a lot! I was able to beat it around my fifth attempt. The art style is really cool and a lot of the animations look smooth (especially that spider on the wall it almost looked like it was rotoscoped in a way).
Does the fertilizer advance the vine faster than the water droplets? At some point one of my strategies was to die to the bird or rat in a safe spot away from fire once the stage got harder to navigate.
One suggestion I'd make, I felt like respawning could've used a clearer visual indication. Sometimes I'd respawn and it would take me a second to see where my guy was but it was too late and I already ran into fire or something. Maybe some type of animation or bright effect.
You did a really great job with this!
Huge fan of the style you're going for with this. Definitely feels like something I'd play during the MS-DOS days. The art style is extremely minimalist but, is able to depict everything so well! (also that main theme is very catchy)
One suggestion I'd make for a game like this is time controls like pause, play and fast forward just for situations where its a couple archers facing their inevitable doom against a giant army and you can kinda guess the outcome already.
Amazing job with this though, I really enjoyed it!
I like the idea of using the spirit's drum beats as a danger sign while going through the map however, I feel like because I could see them from pretty far I was expecting to hear it before it happened. I also got some lag spikes every now and then. Besides that though good job! Your 3d environment and assets were consistent with the atmosphere I'd expect.
This is some fantastic sound design and atmosphere, especially the tiles, the red one made me jump out of my seat a couple of times. I like that you force the player to risk attracting the witches for the sake of finding the gold ones, keeps that constant feeling of them as a threat. I was able to win on my 2nd attempt, 3rd playthrough I had a bit of a funny situation where the enemies kept camping the spawn and I had to juke them (I failed at it lol)
If I were to suggest one thing, having the option to move with WASD or the arrow keys would've been cool but that's just me nitpicking.
Awesome work!
